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rtrt.c
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#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <unistd.h>
#include <stdarg.h>
#include <math.h>
#include <GL/glew.h>
#include <GL/glut.h>
#define CL_USE_DEPRECATED_OPENCL_1_1_APIS
#define CL_USE_DEPRECATED_OPENCL_1_2_APIS
#include <CL/opencl.h>
#include "sset.h"
#include "linmath.h"
#define SCRW 640
#define SCRH 640
float speedx = 0, speedz = 0, accx = 0, accz = 0;
float anglev = 0, angleh = 0;
GLuint fbtex = 0;
GLuint glprog = 0;
GLuint fbtexloc;
GLuint quadvbo;
unsigned char fb[SCRW*SCRH*4];
int winID;
/* just enough to render a texture on screen quad */
const char *vshadersrc = "#version 130\n"
"in vec3 modelspace;\n"
"out vec2 UV;\n"
"void main(){\n"
" gl_Position = vec4(modelspace,1);\n"
" UV = (modelspace.xy+vec2(1,1))/2.0;\n"
"}\n";
const char *fshadersrc = "#version 130\n"
"uniform sampler2D fbtex;\n"
"in vec2 UV;\n"
"out vec4 color;\n"
"void main(){\n"
" color = texture(fbtex, UV);\n"
"}\n";
GLfloat quad[] = {
-1.0f, -1.0f, 0.0f,
1.0f, -1.0f, 0.0f,
-1.0f, 1.0f, 0.0f,
-1.0f, 1.0f, 0.0f,
1.0f, -1.0f, 0.0f,
1.0f, 1.0f, 0.0f,
};
cl_context ctx = 0;
cl_device_id dev = 0;
cl_command_queue cqueue = 0;
cl_program clprog = 0;
cl_kernel clmain = 0;
cl_mem clfb = 0;
cl_mem scenebuf = 0;
void
nukecl(){
if(clfb) clReleaseMemObject(clfb);
if(scenebuf) clReleaseMemObject(scenebuf);
if(cqueue) clReleaseCommandQueue(cqueue);
if(clprog) clReleaseProgram(clprog);
if(ctx) clReleaseContext(ctx);
}
/* die */
void
die(char * f, ...){
nukecl();
va_list ap;
va_start(ap, f);
vfprintf(stderr, f, ap);
va_end(ap);
exit(1);
}
GLuint
mkglprog(){
GLuint out;
char log[16384];
int nlog = 0;
GLuint vshader = glCreateShader(GL_VERTEX_SHADER);
GLuint fshader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(vshader, 1, &vshadersrc, NULL);
glCompileShader(vshader);
glGetShaderiv(vshader, GL_INFO_LOG_LENGTH, &nlog);
if(nlog){
glGetShaderInfoLog(vshader, nlog, NULL, log);
die("couldn't compile vertex shader:\n%s\n", log);
}
glShaderSource(fshader, 1, &fshadersrc, NULL);
glCompileShader(fshader);
glGetShaderiv(fshader, GL_INFO_LOG_LENGTH, &nlog);
if(nlog){
glGetShaderInfoLog(fshader, nlog, NULL, log);
die("couldn't compile fragment shader:\n%s\n", log);
}
out = glCreateProgram();
glAttachShader(out, vshader);
glAttachShader(out, fshader);
glLinkProgram(out);
glDetachShader(out, vshader);
glDetachShader(out, fshader);
glDeleteShader(vshader);
glDeleteShader(fshader);
return out;
}
void
errgl(int err, const char *desc){
die("glfw error: %s\n", desc);
}
/* set up window, gl context, out texture, screen quad and shaders */
void
initgl(int argc,char** argv){
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE | GLUT_DEPTH );
glutInitWindowPosition(100, 100);
glutInitWindowSize(SCRW, SCRH);
winID = glutCreateWindow("Screen");
glutSetKeyRepeat(GLUT_KEY_REPEAT_OFF);
if(glewInit() != GLEW_OK) die("couldn't init glew\n");
glClearColor(0.0f, 0.0f, 0.4f, 0.0f);
GLuint vao;
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
glGenBuffers(1, &quadvbo);
glBindBuffer(GL_ARRAY_BUFFER, quadvbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(quad), quad, GL_DYNAMIC_DRAW);
GLuint fbtex;
glGenTextures(1, &fbtex);
glBindTexture(GL_TEXTURE_2D, fbtex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, SCRW, SCRH, 0, GL_RGBA, GL_UNSIGNED_BYTE, fb);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
if(glGetError()) die("could not make empty texture\n");
glprog = mkglprog();
fbtexloc = glGetUniformLocation(glprog, "fbtex");
}
/* compile .cl file into program */
cl_program
mkclprog(char *fname){
cl_int err;
cl_program out;
FILE *f = fopen(fname, "rb");
if(!f) die("could not open %s\n", fname);
fseek(f, 0, SEEK_END); int fsize = ftell(f); fseek(f, 0, SEEK_SET);
char *dump = malloc(fsize+1);
err = fread(dump, 1, fsize, f);
dump[fsize] = 0;
fclose(f);
out = clCreateProgramWithSource(ctx, 1, (const char **)&dump, NULL, NULL);
if(!out) die("could not create program for %s\n", fname);
err = clBuildProgram(out, 0, NULL, NULL, NULL, NULL);
if(err != CL_SUCCESS){
char log[16384];
clGetProgramBuildInfo(out, dev, CL_PROGRAM_BUILD_LOG, 16384, log, NULL);
die("couldn't compile %s. log:\n%s", fname, log);
}
clUnloadCompiler();
free(dump);
return out;
}
/* make context and command queue, compile kernels */
void
initcl(){
cl_int err;
cl_platform_id platform;
err = clGetPlatformIDs(1, &platform, NULL);
if(err != CL_SUCCESS) die("no opencl platforms\n");
cl_context_properties props[] = {CL_CONTEXT_PLATFORM, (cl_context_properties)platform, 0};
ctx = clCreateContextFromType(props, CL_DEVICE_TYPE_GPU, NULL, NULL, &err);
if(err != CL_SUCCESS) die("no gpu context\n");
cl_device_id devs[8]; /* XXX: assume <8 devices */
err = clGetContextInfo(ctx, CL_CONTEXT_DEVICES, 8, devs, NULL);
if(err != CL_SUCCESS) die("couldn't get context info\n");
char name[1024];
err = clGetDeviceInfo(devs[0], CL_DEVICE_NAME, 1024, name, NULL);
if(err != CL_SUCCESS) die("couldn't get device info\n");
printf("got device %s\n", name);
cqueue = clCreateCommandQueue(ctx, devs[0], 0, NULL);
if(!cqueue) die("couldn't make command queue\n");
dev = devs[0];
char ext[1024];
clGetDeviceInfo(devs[0], CL_DEVICE_EXTENSIONS, 1024, ext, NULL);
printf("extensions: %s\n", ext);
clprog = mkclprog("rtrt.cl");
clmain = clCreateKernel(clprog, "clmain", NULL);
if(!clmain) die("couldn't make kernel\n");
}
void
keydown(unsigned char key, int x, int y){
switch(key){
case 27: /* exit on ESC */
glutDestroyWindow(winID);
exit(0);
break;
case 'w':
accz = 0.01; break;
case 's':
accz = -0.01; break;
case 'a':
accx = -0.01; break;
case 'd':
accx = 0.01; break;
case 'j': // turn left
anglev = 0.01f; break;
case 'l': // right
anglev = -0.01f; break;
case 'k': // look up
angleh = 0.01f; break;
case 'm': // look down
angleh = -0.01f; break;
default: break;
}
}
void
keyup(unsigned char key, int x, int y){
switch(key){
case 27: /* exit on ESC */
glutDestroyWindow(winID);
exit(0);
break;
case 'w':
case 's':
accz = 0; break;
case 'a':
case 'd':
accx = 0; break;
case 'j':
case 'l':
anglev = 0; break;
case 'k':
case 'm':
angleh = 0; break;
default: break;
}
}
void mouse(int button, int state, int x, int y)
{
if ((button == 3) || (button == 4)){
if(state == GLUT_UP) return;
if(button == 3) d += 0.1; //zoom in
else if(button == 4) d -= 0.1; //zoom out
}
}
void
step(){
float base = glutGet(GLUT_ELAPSED_TIME);
quat rotate, temp;
size_t gsize[2] = {SCRW, SCRH};
speedx += accx;
speedz += accz;
o[0] += gaze[0]*speedz;
o[1] += gaze[1]*speedz;
o[2] += gaze[2]*speedz;
o[0] += right[0]*speedx;
o[1] += right[1]*speedx;
o[2] += right[2]*speedx;
speedx *= 0.95;
speedz *= 0.95;
quat_rotate(rotate, anglev, up);
quat_mul_vec3(temp, rotate, right);
memcpy(right, temp, 3*sizeof(float));
vec3_mul_cross(gaze, up, right);
quat_rotate(rotate, angleh, right);
quat_mul_vec3(temp, rotate, up);
memcpy(up, temp, 3*sizeof(float));
vec3_mul_cross(gaze, up, right);
clSetKernelArg(clmain, 0, 4*sizeof(float), o);
clSetKernelArg(clmain, 1, 4*sizeof(float), up);
clSetKernelArg(clmain, 2, 4*sizeof(float), gaze);
clSetKernelArg(clmain, 3, 4*sizeof(float), right);
clSetKernelArg(clmain, 4, sizeof(float), &d);
clEnqueueNDRangeKernel(cqueue, clmain, 2, NULL, gsize, NULL, 0, NULL, NULL);
const size_t origin[3] = {0, 0, 0};
const size_t region[3] = {SCRW, SCRH, 1};
clEnqueueReadImage(cqueue, clfb, CL_TRUE, origin, region, 0, 0, fb, 0, NULL, NULL);
glViewport(0, 0, SCRW, SCRH);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glUseProgram(glprog);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, fbtex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, SCRW, SCRH, 0, GL_RGBA, GL_UNSIGNED_BYTE, fb);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glUniform1i(fbtexloc, 0);
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, quadvbo);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
glDrawArrays(GL_TRIANGLES, 0, 6);
glDisableVertexAttribArray(0);
glutSwapBuffers();
char title[32];
sprintf(title, "rtrt | %4.2f fps", 1000.0/(glutGet(GLUT_ELAPSED_TIME) - base));
glutSetWindowTitle(title);
}
void
reshape(int w, int h){
glutReshapeWindow(SCRW, SCRH);
}
int
main(int argc, char** argv){
if(argc != 2) die("usage: %s <scene file>\n", argv[0]);
printf("reading scene file...\n");
sset(argv[1]);
initgl(argc, argv);
initcl();
scenebuf = clCreateBuffer(ctx, CL_MEM_USE_HOST_PTR | CL_MEM_READ_WRITE, sizeof(Scene), &scene, NULL);
if(!scenebuf) die("couldn't make scene buffer\n");
const cl_image_format fmt = {CL_RGBA, CL_UNORM_INT8};
clfb = clCreateImage2D(ctx, CL_MEM_READ_WRITE, &fmt, SCRW, SCRH, 0, NULL, NULL);
if(!clfb) die("couldn't make opencl framebuffer image\n");
clSetKernelArg(clmain, 5, 4*sizeof(float), nplane);
clSetKernelArg(clmain, 6, sizeof(cl_mem), &scenebuf);
clSetKernelArg(clmain, 7, sizeof(cl_mem), &clfb);
glutReshapeFunc(reshape);
glutDisplayFunc(step);
glutKeyboardFunc(keydown);
glutKeyboardUpFunc(keyup);
glutMouseFunc(mouse);
glutIdleFunc(glutPostRedisplay);
glutMainLoop();
nukecl();
return 0;
}